Decompilation of The Legend of Zelda: Twilight Princess (GCN, USA)
Go to file
LagoLunatic fa4a49e902 Enable some more clangd warnings 2025-12-23 17:10:29 -05:00
.github/workflows
.vscode Fix some clangd errors in headers 2025-12-23 15:47:39 -05:00
assets
config MSL_C header cleanup (#2988) 2025-12-23 10:20:32 -08:00
docs
include Remove leftover dol2asm address comments 2025-12-23 16:59:16 -05:00
orig
src Remove some unnecessary double casts 2025-12-23 17:04:53 -05:00
tools
.clang-format
.clangd Enable some more clangd warnings 2025-12-23 17:10:29 -05:00
.flake8
.gitattributes
.gitignore
Doxyfile
LICENSE.md
README.md
configure.py Remove NDEBUG_DEFINED fakematch, clean up getName temps 2025-12-23 15:26:37 -05:00

README.md

The Legend of Zelda: Twilight Princess

Build Status Discord Badge GZ2E01 GZ2P01 GZ2J01 ShieldD

A work-in-progress decompilation of The Legend of Zelda: Twilight Princess.

The code for the GameCube releases is completely matching. However, not every Translation Unit (TU) has been linked yet. Work is continuing by aligning the Debug version and getting the Wii versions to match. All versions are built from the same codebase using conditional compilation.

[!IMPORTANT] This repository does not contain any game assets or assembly whatsoever. An existing copy of the game is required.

This project itself is not, and will not, produce a port, to PC or any other platform. It is a decompilation of the original game code, which can be compiled back into a binary identical to the original.

A visual

The project can target the following supported versions:

  • GZ2E01: GameCube - North America
  • GZ2P01: GameCube - Europe/Australia
  • GZ2J01: GameCube - Japan
  • RZDE01_00: Wii - North America (Rev 0)
  • RZDE01_02: Wii - North America (Rev 2)
  • RZDP01: Wii - Europe/Australia
  • RZDJ01: Wii - Japan
  • Shield: Nvidia Shield - China
  • ShieldD: Nvidia Shield - China (Debug Version)

More information about the project can be found here: https://zsrtp.link

Dependencies

You will need the following dependencies:

  • git
  • ninja
  • python3
  • clang-format (optional)

Windows

On Windows, it's highly recommended to use native tooling. WSL or msys2 are not required.
When running under WSL, objdiff is unable to get filesystem notifications for automatic rebuilds.

  • Install Python and add it to %PATH%.
  • Download ninja and add it to %PATH%.
    • Quick install via pip: pip install ninja

macOS

  • Install ninja:

    brew install ninja
    

wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Linux

wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Building

  • Clone the repository:

    git clone https://github.com/zeldaret/tp.git
    
  • Copy your game's disc image to orig/GZ2E01.

    • Supported formats: ISO (GCM), RVZ, WIA, WBFS, CISO, NFS, GCZ, TGC.
    • After the initial build, the disc image can be deleted to save space.
  • Configure:

    python configure.py
    

    To use a version other than GZ2E01 (GCN USA), specify it with --version.

  • Build:

    ninja
    

Diffing

Once the initial build succeeds, an objdiff.json should exist in the project root.

Download the latest release from encounter/objdiff. Under project settings, set Project directory. The configuration should be loaded automatically.

Select an object from the left sidebar to begin diffing. Changes to the project will rebuild automatically: changes to source files, headers, configure.py, splits.txt or symbols.txt.

objdiff application window

Contributing

If you've got all the requirements set up and want to learn how to contribute to the decompilation effort, join our Discord server and check out our contribution guide.